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SPACE TIME PLAY SPACE TIME PLAY COMPUTER GAMES, ARCHITECTURE AND URBANISM: THE NEXT LEVEL Edited by Friedrich von Borries, Steffen P Walz, Matthias Böttger In collaboration with Drew Davidson, Heather Kelley, Julian Kücklich Birkhäuser Basel _ Boston _ Berlin Imprint Acknowledgements Design: onlab, Nicolas Bourquin Prepress: Sebastian Schenk Translation from German into English: Jenna Krumminga, Ian Pepper Translation from Italian into English: Federico Roascio Copyediting: Jenna Krumminga, Tobias Kurtz, Ian Pepper Proofreading: Lucinda Byatt (Edinburgh) Fonts: Grotesque MT, Walbaum Printed on acid-free paper produced from chlorine-free pulp TCF ∞ Printed in Germany Space Time Play would not exist without the help, inspiration and support of many colleagues and friends Our deepest thanks go out to all the authors of the book, without whose contributions this compendium could not have come into being We would also like to thank the studios and publishers that granted us the right to print pictures of their games www.spacetimeplay.org Library of Congress Control Number: 2007933332 Bibliographic information published by the German National Library The German National Library lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available on the Internet at http://dnb.d-nb.de This work is subject to copyright All rights are reserved, whether the whole or part of the material is concerned Specifically, the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in other formats, and storage in data bases are reserved For any kind of use, permission of the copyright owner must be obtained © 2007 Birkhäuser Verlag AG Basel _ Boston _ Berlin P.O Box 133, CH-4010 Basel, Switzerland Part of Springer Science+Business Media © 2007 Friedrich von Borries, Steffen P Walz, Matthias Böttger, authors and individual copyright holders © 2007 for images see detailed list in the appendix Images not otherwise indicated are the property of the named project authors, text authors and game developers ISBN: 978-3-7643-8414-2 We thank Ludger Hovestadt, Hans-Peter Schwarz, Gerhard M Buurman and Kees Christiaanse for both their content contributions and their financial commitment, without which we would not have been able to produce this book We owe the selection of Game Reviews collected in this book, as well as our connections to many authors, to Drew Davidson, Heather Kelley and Julian Kücklich We thank Nicolas Bourquin for the design and the patience with which he conducted his work With much dedication, Jenna Krumminga edited the diverse texts into an easy-to-read whole Monika Annen, Tobias Kurtz, Anne Mikoleit, Caroline Pachoud and Sibylla Spycher supported us in the editorial work with great dedication and great exertion, for which we would like to thank them sincerely We thank our editor Robert Steiger for his faith, without which this experimental project would not have materialized; we thank Nora Kempkens for a smooth work flow In addition to the many whom we unfortunately cannot name here, we also thank Ulrich Brinkmann and Katrin Schöbel for their encouragement, guidance and counsel This book has been sponsored by: ETH Zurich, Institute of Building Technology, Chair for Computer Aided Architectural Design, Switzerland Zurich University of the Arts (ZHdK), Switzerland ZHdK, Department of Design, Interaction Design & Game Design Study Program, Switzerland ETH Zurich, Institute for Urban Design, Chair of Architecture and Urban Design, Switzerland KCAP, Rotterdam, The Netherlands ASTOC, Architects and Planners, Cologne, Germany Interaction Design Game Design The editors’ work on this book has been partially funded by the National Competence Center in Research on Mobile Information and Communication Systems (NCCR-MICS), a center supported by the Swiss National Science Foundation under grant number 5005-67322 and the German Academic Exchange Service (DAAD) 987654321 www.birkhauser.ch Table of contents Table of contents: Essays, Statements, Interviews Table of contents: Game Reviews Table of contents: Project Descriptions 10 Introduction Friedrich von Borries, Steffen P Walz, Matthias Böttger Level 14 THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES A SHORT SPACE-TIME HISTORY OF INTERACTIVE ENTERTAINMENT Level 138 MAKE BELIEVE URBANISM THE LUDIC CONSTRUCTION OF THE DIGITAL METROPOLIS Level 216 UBIQUITOUS GAMES ENCHANTING PLACES, BUILDINGS, CITIES AND LANDSCAPES Level 320 SERIOUS FUN UTILIZING GAME ELEMENTS FOR ARCHITECTURAL DESIGN AND URBAN PLANNING Level 410 FAITES VOS JEUX GAMES BETWEEN UTOPIA AND DYSTOPIA 488 Author biographies 495 Image copyrights Table of contents Level 16 26 44 56 61 74 88 100 110 118 132 134 Level 146 158 164 174 182 186 200 206 214 Essays, Statements, Interviews PLACES TO PLAY What Game Settings Can Tell Us about Games Andreas Lange A SHORT HISTORY OF DIGITAL GAMESPACE Dariusz Jacob Boron ALLEGORIES OF SPACE The Question of Spatiality in Computer Games Espen Aarseth NARRATIVE SPACES Henry Jenkins GAME PHYSICS The Look & Feel Challenges of Spectacular Worlds Ronald Vuillemin LABYRINTH AND MAZE Video Game Navigation Challenges Clara Fernández-Vara STEERING THROUGH THE MICROWORLD A Short History and Terminology of Video Game Controllers Winnie Forster VARIATION OVER TIME The Transformation of Space in Single-screen Action Games Jesper Juul LISTEN TO THE BULK OF THE ICEBERG On the Impact of Sound in Digital Games Axel Stockburger WALLHACKS AND AIMBOTS How Cheating Changes the Perception of Gamespace Julian Kücklich FORM FOLLOWS FUN Working as a Space Gameplay Architect Olivier Azémar LOAD AND SUPPORT Architectural Realism in Video Games Ulrich Götz USE YOUR ILLUSION Immersion in Parallel Worlds Florian Schmidt MAKING PLACES Richard A Bartle ACTIVITY FLOW ARCHITECTURE Environment Design in Active Worlds and EverQuest Mikael Jakobsson WHAT IS A SYNTHETIC WORLD? Edward Castronova, James J Cummings, Will Emigh, Michael Fatten, Nathan Mishler, Travis Ross, Will Ryan COMPETING IN METAGAME GAMESPACE eSports as the First Professionalized Computer Metagames Michael Wagner PLAYING WITH FRIENDS AND FAMILIES Current Scene of Reality-based Games in Beijing Zhao Chen Ding NARRATIVE ENVIRONMENTS From Disneyland to World of Warcraft Celia Pearce PLAYING WITH URBAN LIFE How SimCity Influences Planning Culture Daniel G Lobo NEW PUBLIC SPHERE The Return of the Salon and the End of Mass Media Peter Ludlow Level 218 230 233 238 248 251 266 276 290 304 312 Level 328 332 335 340 351 352 354 358 372 376 380 384 NEW BABYLON RELOADED Learning from the Ludic City Lukas Feireiss PLAY AS CREATIVE MISUSE Barcode Battler and the Charm of the Real Claus Pias UBIQUITOUS GAMING A Vision for the Future of Enchanted Spaces Jane McGonigal CREATING ALTERNATE REALITIES A Quick Primer Christy Dena PERVASIVE GAMES Bridging the Gaps between the Virtual and the Physical Steve Benford, Carsten Magerkurth, Peter Ljungstrand THE POETICS OF AUGMENTED SPACE The Art of Our Time Lev Manovich URBAN ROLE-PLAY The Next Generation of Role-Playing in Urban Space Markus Montola CHANGING URBAN PERSPECTIVES Illuminating Cracks and Drawing Illusionary Lines Staffan Björk PERVASIVE GAMESPACES Gameplay Out in the Open Bo Kampmann Walther PERSUASION AND GAMESPACE Ian Bogost LIFE IS NOT COMPLETELY A GAME Urban Space and Virtual Environments Howard Rheingold PLAY STATIONS Neil Leach TACTICS FOR A PLAYFUL CITY Iain Borden WHY GAMES FOR ARCHITECTURE? Ludger Hovestadt GAME OF LIFE On Architecture, Complexity and the Concept of Nature as a Game Georg Vrachliotis DESIGN PATTERNS ARE DEAD Long Live Design Patterns Jussi Holopainen, Staffan Björk THE UNINHIBITED FREEDOM OF PLAYFULNESS Marc Maurer, Nicole Maurer VIVA PIÑATA Architecture of the Everyday Tor Lindstrand 798 MUTIPLAYER DESIGN GAME A New Tool for Parametric Design Kas Oosterhuis, Tomasz Jaskiewicz RULE-BASED URBAN PLANNING The Wijnhaven Project, KCAP (Rotterdam) Kees Christiaanse TIT FOR TAT AND URBAN RULES Alexander Lehnerer LIGHTLY AUGMENTING REALITY Learning through Authentic Augmented Reality Games Eric Klopfer SCENARIO GAMES Vital Techniques for Interactive City Planning Raoul Bunschoten SPACE TIME PLAY Table of contents 398 401 404 407 Level 416 420 425 430 438 441 444 450 452 456 462 466 480 484 Essays, Statements, Interviews THE NEW MENTAL LANDSCAPE Why Games are Important for Architecture Antonino Saggio “CAN I TELEPORT AROUND?” Jesse Schell TOWARDS A GAME THEORY OF ARCHITECTURE Bart Lootsma ACTION IN THE HANDS OF THE USER William J Mitchell WAR/GAMES AFTER 9/11 James Der Derian WAR PLAY Practicing Urban Annihilation Stephen Graham ENDER’S GAME Towards a Synthetic View of the World James H Korris FORBIDDEN GAMES Eyal Danon, Galit Eilat OUTDOOR AUGMENTED REALITY Technology and the Military Wayne Piekarski, Bruce H Thomas AFTER NET ART, WE MAKE MONEY Artists and Locative Media Marc Tuters “EASTERN EUROPE, 2008” Maps and Geopolitics in Video Games Stephan Günzel THE GAME OF INTERACTION Gerhard M Buurman ATOPIA (ON VICE CITY) McKenzie Wark PLAYING WITH ART Hans-Peter Schwarz CHINESE GOLD FARMERS Immigrant Workers in the Game Land Ge Jin ADVERTISEMENT IN VIDEO GAMES “Sell My Tears,” Says the Game Publisher Christian Gaca RE-PUBLIC PLAYSCAPE A Concrete Urban Utopia Alberto Iacovoni GAMESPACE Mark Wigley Table of contents Level 20 24 32 34 36 38 40 42 48 50 52 54 64 66 68 70 78 80 82 84 86 94 96 98 104 106 108 114 116 122 124 126 128 Game Reviews DANCE DANCE REVOLUTION Gillian Andrews Wii SPORTS Heather Kelley TENNIS FOR TWO/PONG Cindy Poremba ASTEROIDS Jesper Juul BATTLEZONE Andreas Schiffler DEFENDER Jesper Juul WOLFENSTEIN 3D Alex de Jong COUNTER-STRIKE Alex de Jong MYST Drew Davidson SUPER MARIO BROS Martin Nerurkar TETRIS Katie Salen ICO Drew Davidson ZORK Nick Montfort LEMMINGS Martin Nerurkar WORMS Clara Fernández-Vara MAX PAYNE Paolo Ruffino PAC-MAN Chaim Gingold DIABLO Stephen Jacobs SILENT HILL Frank Degler SPLINTER CELL Thé Chinh Ngo SAM & MAX HIT THE ROAD Julian Kücklich KIRBY: CANVAS CURSE Thiéry Adam KATAMARI DAMACY Julian Kücklich EYETOY PLAY Heather Kelley ELITE Ed Byrne PRINCE OF PERSIA Drew Davidson SUPER MARIO 64 Troy Whitlock REZ Julian Kücklich DESCENT James Everett SUPER MONKEY BALL Troels Degn Johansson TONY HAWK’S AMERICAN WASTELAND Dörte Küttler LEGACY OF KAIN: SOUL REAVER Phil Fish RESCUE ON FRACTALUS Noah Falstein 130 Level 140 142 144 150 152 154 156 168 170 172 178 180 190 192 194 196 198 210 212 Level 242 244 316 QUAKE Patrick Curry TRON Rolf F Nohr NEUROMANCER Espen Aarseth SNOW CRASH Neil Alphonso THE SIMS Mary Flanagan THERE Florian Schmidt ENTROPIA UNIVERSE Florian Schmidt SECOND LIFE Florian Schmidt LINEAGE Sungah Kim KINGDOM HEARTS Troy Whitlock WORLD OF WARCRAFT Diane Carr SID MEIER’S CIVILIZATION Jochen Hamma ANIMAL CROSSING Heather Kelley DARK CHRONICLE Dean Chan THE GETAWAY Gregory More GRAND THEFT AUTO: SAN ANDREAS Gregory More GRIM FANDANGO Julian Kücklich PSYCHONAUTS Drew Davidson SIMCITY David Thomas MAJESTIC Kurt Squire I LOVE BEES Sean Stewart PERPLEX CITY Steve Peters eXistenZ Adriana de Souza e Silva Level 368 PASSPORT TO … Ragna Körby, Tobias Kurtz Level 414 WARGAMES Rolf F Nohr KUMA\WAR Stefan Werning AMERICA’S ARMY Stefan Werning S.T.A.L.K.E.R.: SHADOW OF CHERNOBYL Ernest W Adams SHADOW OF THE COLOSSUS David Thomas THE TRUMAN SHOW Rolf F Nohr MONOPOLY Marie Huber, Achim Nelke 434 436 458 460 470 472 SPACE TIME PLAY Table of contents Level 22 72 Project Descriptions BREAKOUT FOR TWO Florian “Floyd” Müller CHARBITAT Michael Nitsche 344 346 348 Level 222 224 226 228 246 256 258 260 262 264 270 272 274 280 282 284 286 288 294 296 298 300 302 308 310 318 Level 322 324 326 GEOCACHING Jack W Peters MOGI Benjamin Joffe BOTFIGHTERS Mirjam Struppek, Katharine S Willis THE BEAST Dave Szulborski THE ART OF THE HEIST Dave Szulborski PIRATES! Staffan Björk, Peter Ljungstrand CAN YOU SEE ME NOW Steve Benford M.A.D COUNTDOWN Steffen P Walz PACMANHATTAN Frank Lantz TYCOON Gregor Broll PROSOPOPEIA Staffan Jonsson RELIVING THE REVOLUTION Karen Schrier EPIDEMIC MENACE Irma Lindt URBAN FREE FLOW Lukas Feireiss ARQUAKE Bruce H Thomas, Wayne Piekarski CONQWEST Frank Lantz WHAVSM? Martin Budzinski, Henrik Isermann DEMOR Claus Pias INSECTOPIA Johan Peitz, Staffan Björk ’ERE BE DRAGONS Stephen Boyd Davis, Rachel Jacobs, Magnus Moar, Matt Watkins FAUST – ACOUSTIC ADVENTURE KP Ludwig John CATCHBOB! Nicolas Nova, Fabien Girardin GEOGAMES Christoph Schlieder, Sebastian Matyas, Peter Kiefer WALK a watchful passer-by MANHATTAN STORY MASHUP Jürgen Scheible, Ville Tuulos FIRST PERSON SHOOTER Aram Bartholl 350 362 364 366 370 388 390 392 394 396 Level 412 474 476 478 SAUERBRATEN Andreas Dieckmann, Peter Russell TINMITH Wayne Piekarski, Bruce H Thomas IMPLANT Wayne Ashley GAMEGAME Aki Järvinen SPACEFIGHTER Winy Maas KAISERSROT Alexander Lehnerer REXPLORER Rafael Ballagas, Steffen P Walz PLASTICITY Mathias Fuchs THE HARBOUR GAME Tobias Løssing, Rune Nielsen, Andreas Lykke-Olesen, Thomas Fabian Delman BIG URBAN GAME Frank Lantz SUBCITY Elizabeth Sikiaridi, Frans Vogelaar SUPERCITY Troels Degn Johansson BLINKENLIGHTS Rahel Willhardt OPS ROOM Sabine Himmelsbach CHANGING THE GUARD Stephan Trüby, Stephan Henrich, Iassen Markov THE SCALABLE CITY Sheldon Brown THE MINISTRY OF RESHELVING Jane McGonigal ARCHITECTURE_ENGINE_1.0 Jochen Hoog NOZZLE ENGINE Wolfgang Fiel, Margarete Jahrmann GAMESCAPE Beat Suter, René Bauer WHY SHOULD AN ARCHITECT CARE ABOUT COMPUTER GAMES? 10 SPACE TIME PLAY the dream, the pseudoscientific thinking or that propaganda that every kind of architecture carries as a justification that becomes reality through the shape and the structure of space These neighborhoods provide a unique occasion to try to solve the complex relationships between a construction project and lived life that determine the success or failure of a part of a city They are, in other words, proper playgrounds where architecture tried, with disastrous results, to impose a social game through its own internal project regulations, depriving people of the possibility to make changes, to adapt them over time and make them their own In short, the announcement of competition underlines two major problems for which a solution has to be found The problems are quite common in such neighborhoods: the first is the adaptability of private space to the changing of inhabitants’ needs, asking planners, as often happens nowadays in housing competitions, to propose highly flexible apartments and a diversification of structure and typology The second problem, persistent in contemporary cities and particularly in their outskirts, relates to public spaces that are full of shadows and consequently become dangerous places They are not used often or regularly Partial demolition of buildings is allowed only if a convincing enough argument is provided as well as a proposal for a built replacement We interpret the instructions of the competitions as a request for greater flexibility in the use of private space and greater use of public space generally The project thus suggests that we work in these two areas – public space and private space – identifying two different playgrounds, each one with its own logic and own rules appropriate to the technologies and the people working on it Increasing the flexibility and malleability of private space is very easy, requiring just a two-meter extension of the surface of the apartment, doubling both faỗades, just as in the surrounding little pavillonaire houses, every inhabitant has an open space at his disposal, a little land that can be used as a garden or simply to expand the flat in order to allow a reconfiguration of internal spaces The rules of the game, since the architect is always required to produce some, and no game comes without rules, consist of an abacus for the frames – all the possible frames by opening typology – to be chosen in accordance with the interior space In time, the result should be a mosaic of different openings/closings, an external projection of a multifaceted and multicolored landscape, something very similar to what illegally happens with many terraces and balconies For the public space, we offer an economic playground, able to marry opening, continuity and intensity of use through a few simple attributes: Affirmation of priority given to pedestrians, creating underground car parks Emphasis on continuity of space produced by demolishing the commercial multiple uses and/or periodically for weekly markets and playgrounds for so-called Activities that can colonize public space without privatizing it One example is skateboarding, which has spread numerous forms of appropriation in contemporary cities “urban sports.” < building at the tip of the lot and encouraging the movement of commercial activities located at the base of the building, an area that has been made available due to the moving of the lodgings to the top floor Inducement of an intense use of public open space by designating it for | FAITES VOS JEUX 481 Essay RE-PUBLIC PLAYSCAPE The material that we choose is asphalt: cheap, flexible, easy to paint, shaped, occupied and easily reshaped, just like the blackboard on which we write a project report the night before the deadline with a few key concepts, sketches and quantitative data To be sure, the result is a bit strong, and this empty space of asphalt that stands in front of us should be filled up with an infinity of activities in order to communicate its potential, but it is late at night while we are working on it, and this emptiness looks as if it declares its openness to something that cannot be foreseen but will be constructed later in time, in the reality, tracing in the space lines and regulations of multiple playgrounds However, even here, the more or less radical the image that comes out from the computer, the model is like that of any other Paris boulevard with its marchés hebdomadaires and the kids who ride their skateboards In reality, we discover that the strong image and emptiness of our project has been a delight and pleasure for us all When, in February 2004 we anxiously leave for the awards at the French forum, the one where we finally meet the management in order to see whether there is the possibility of carrying out the playscape at Drancy, we already understand from the very first meeting with the Europan France organizers that we have won But something does not go the right way The meeting with two representatives of Drancy municipality – the mayor was not there – finally enlightens us The local administrators – we invite the reader to determine their political orientation – who are already irritated, after giving their negative opinion regarding our project, tell us that they would carry out any other project but ours because: The space does not belong to the public but to the republic, therefore it is the republic that decides what to with it The only thing that the republic can consider convenient is the privatization of the space, as the only possible way to make surveillance of it possible Because there is no convenience in having a public space, especially given the arrival of new immigrants with whom current residents share neither culture nor religion (at least, these officials say, the Italian immigrants believed in their same God) And most important is that profit is not possible given the existence of so many street basketball players (because, funnily enough, in every image there is a basketball player with a suspicious skin color, which, in the French suburbs, is apparently synonymous with dealing drugs) And also because the court is a space that street gangs can easily control: they can hide their illicit traffic, and, with a lookout at every entrance, it is easy to warn of police arrival Is the message clear? The public ground is no longer res publica (common ground), a space for playing together, but has to be privatized and cleaned up so that it can be controlled They are prepared to demolish entire buildings because, and this is new to us, the “court” is a playground that encourages criminality When we leave our meeting, we are absolutely astonished, like when you expect a kiss and instead receive a slap But slowly – slowly – we become proud of 482 SPACE TIME PLAY ourselves for pulling out, modifying the relationship between project, control and decision, this burning issue of architectural politics, of being polis The circle now closes, we’ve found issues that we thought were left behind years ago, we test first-hand the political value of a ludic architecture, we recognize our opposition to an idea of a city with private spaces for the public We can now better read through those images of urban party a more concrete utopia made of much freedom and few rules, with the simplest means and an indispensable good dose of optimism “Psychogeographical Game of the Week” (1954), Potlatch #1 Retrieved from: http://www.cddc vt.edu/sionline/presitu/potlatch1.html | FAITES VOS JEUX 483 Essay Text Mark Wigley GAMESPACE “Are you sure you want to exit the game?” the machine asks in disbelief Surely you must have made a mistake when hitting the “ESCAPE” key, accidentally finding a way out, a door that the machine warns you not to open Are you sure that you can handle the real world? Why would you ever stop playing? Couldn’t you at least save yourself by saving the game? In an inexplicable act of bravery, you ignore the signs and start leaving The computer gets even more worried for you and asks again if you know what you are doing But two or three clicks later, you are out, abruptly back in your room Like taking a side exit from a cinema and suddenly finding yourself in the street For a moment, maybe even some seconds, the physical space around you seems to be part of the fantasy, a hyper-real twist in the game But the new space is at once too intense and too quiet All your sensors are reading the wrong signals in the environment It cannot be processed and the body’s settings soon revert to the defaults Normality snaps back You have left the game This is not like putting a book down or turning off the TV A computer game is not one more channel added to all those other media that we constantly monitor It is a rival package of channels, an alternative reality that demands total attention, a space that compresses the logic of all other spaces into itself Its extraordinary sense of realism is not produced by the precision of the latest visual or acoustic effects, the real-time physics of complexly interacting objects on the screen, the uncanny plausibility of the artificial intelligence or the presence of other players hooked up to the broadband feed The realism comes from taking hold of all the senses at the same time in a symphonic assault To preserve even the smallest awareness of the everyday environment is to stop playing The sound of a telephone ringing, someone outside or the throb of an aching wrist are but distant signals from another world, muffled voices vainly calling for your return from utopia A computer game player has no need for food, friends or buildings Or, more precisely, the game dissolves the building you are in so that all the other buildings in the world can be absorbed into the game, obsessively consumed Architecture is turned into food Game makers sell space The array of available games is like an encyclopedia of spatial systems, a detailed catalog of architectural types To choose a game is to choose an architecture, to pull it out of the world and perfect it by turning it into your whole world – a calculated escape from everyday life, a dense, ever-evolving, uncontrollable collage of competing spatial systems To be in a physical space, whether a house, street, office, plane or beach, is simultaneously to be in a cluster of rival social, legal and information spaces The mobile phone sings, and suddenly 484 SPACE TIME PLAY you straddle two different architectural worlds Electronics act as a new kind of joint between diverse spatial systems that demands a new kind of infrastructural detailing – a seam In the seamless electronic space of computer games, there is no such friction between heterogeneous spaces, no difference between physical and electronic The electronic experience is so intense that it is experienced physically Paradoxically, electronic games offer a form of sanctuary from electronic space, a refuge Gamespace is the only space that mobiles and email don’t reach There are no messages from another world because there is no other world The only messages come from other players The only news comes from the inside The inside is the only news Digital Equipment Corporation PDP-1 mini-computer, 1961 To play is to be completely enveloped in the space of the game, a precisely designed interior, a total work of art like that dreamed of by 19th-century artists and architects: an immense immersive space of endless liquid flows in which the player bathes in a kind of prenatal innocence even when devoted to the annihilation of some kind of rival force, the solution of a puzzle, the perfectly simulated swing of a golf club or the construction of yet another empire This is an interior within which the only real risk, as before birth, is to exit We game players are not yet children This all-absorbing monastic interior is constantly expanding The amount of detail wrapping the player, the number of players and the amount of time they play keeps increasing The first interactive computer game was designed in 1962 on the PDP-1, one of the first transistorized mini-computer systems, and was soon included with each installed machine Not by chance, the game was called Spacewar! (1962) and used the dark surface of the cathode ray tube to create a circular image of the infinity of outer space in which two rival vehicles could battle against an accurately modeled night sky of stars featuring familiar constellations Space itself was | FAITES VOS JEUX 485 Essay GAMESPACE absorbed into the machine Three years later, Gordon Moore published his famous prediction that the quantity of transistors would double every two years, and the game designer’s capacity to swallow space has increased exponentially ever since There are now more computer games sold in the United States each year than the total population of the country, and the growing support for the 100-US-Dollarcomputer for developing nations will undoubtedly spread the gaming logic to the whole planet As the type of software demanding the most processing power, games drive the computer hardware industry in a relentless cycle Yet the increase in human processing power is even more remarkable, compelling the designers to add more and more simultaneous channels to keep the players precisely at the limits of their senses Gamespace exponentially increases as the time required to process information exponentially decreases The space of escape is getting bigger than the space being escaped from The alternative worlds assembled inside the machine now dwarf the exterior world To look into a monitor is to look into a landscape vastly bigger than that outside any window The openings in the outside walls of our houses have become but vestigial traces of an outmoded worldview, and there is no longer a difference between window and door As the computer itself shrinks into just a keyboard attached to a mobile image, the game player carries a portable exit able to perforate any physical space The ever-expanding space of this parallel world is not simply that of the idealized architectures depicted on the screen, but the space defined by the complete occupation of one’s senses The real key to the architecture of gamespace, like any other architecture, is the entrance and exit While the abruptness of exiting a game suddenly reveals how deeply one has been immersed, the entrance is carefully engineered to avoid even this momentary perception It is softer and slower in order to stealthily remove the sense that there is an outside to the game As in cinema, a sequence of overlapping thresholds gently lowers the Spacewar! game on PDP-1, 1962 player into the dreamscape Atmospheric music, imagery and animations ease in the action The would-be player is kept busy adjusting the settings, and somewhere in between all of the clicking, enters the game Or, more precisely, leaves the physical room without knowing it, dissolving the everyday environment, conquering it by putting it on hold Architectural fantasies of control in an uncontrollable world? Easy to say But harder to really know what it means when so many millions spend so much time traversing vast electronic designer interiors Games don’t begin by asking, “Are you sure you want to exit your environment?” We are sure Spacewar! (PDP-1) (1962), developed by Massachusetts Institute of Technology 486 SPACE TIME PLAY | FAITES VOS JEUX 487 AUTHOR BIOGRAPHIES IMAGE COPYRIGHTS 488 SPACE TIME PLAY Author biographies A – Ch A Espen Aarseth (*1965 in Bergen, Norway) Associate professor and principal researcher at the Center for Computer Games Research at IT University of Copenhagen and Professor II, University of Oslo, Department of Media and Communication Editorin-Chief of Gamestudies.org Thiéry Adam (*1981 in Ville-Marie QC, Canada) Lead designer, game and level designer currently working at Ubisoft Montreal and teaching Level Design at Matane College Lives in Laval QC, Canada Ernest W Adams (* in the USA) Game design consultant, writer and teacher currently working at International Hobo and living in Normandy, Surrey, UK Neil Alphonso (*1977 in Mississauga ON, Canada) Interactive designer for video games currently working as lead level designer at Guerrilla Games on Killzone PS3 and living in Amsterdam, Netherlands Gillian “Gus” Andrews (* in Portland ME, USA) Doctoral student and researcher on virtual worlds, networks and media studies currently working as a researcher for Second Life and living in San Francisco CA, USA Wayne Ashley (* in Los Angeles CA, USA) Producer, curator and program director in the fields of performance, media and technology currently working on the transformation of 2D drawings into 3D sculptures Lives in New York, USA Science at RWTH Aachen University working on human-computer interaction, ubiquitous computing, mobile interactions and pervasive games Lives in Aachen, Germany Aram Bartholl (*1972 in Bremen, Germany) Architect, media artist, freelance concept creator and designer for MVRDV, DMC, Fraunhofer Institut Fokus, Institute for Electronic Business, City & Bits and others Richard A Bartle (*1960 in Ripon, UK) Computer scientist and co-author of the first Multi-User Dungeon (MUD) Currently Visiting Professor at Essex University and living near Colchester, UK René Bauer (*1972 in Sassenloh, Switzerland) Game developer, software engineer and co-founder of the art group AND-OR Currently working as a lecturer on Game and Interaction Design at HGKZ Zurich and living in Zurich, Switzerland Steve Benford (*1964 in Cambridge, UK) Professor of Collaborative Computing at the Mixed Reality Lab at the University of Nottingham working on new technologies to support social interaction across computer networks Lives in Nottingham, UK Staffan Björk (*1973 in Göteborg, Sweden) Senior lecturer at Göteborg University and senior researcher at the Interactive Institute working in the fields of interaction design and gameplay design Currently researching pervasive games within the IPerG project B Matthias Böttger (*1974) Architect, co-founder of the architectural firm raumtaktik – specializing in spatial reconnaissance and intervention – and Research Associate at the Institut für öffentliche Bauten und Entwerfen, Stuttgart University Lives in Berlin, Germany Rafael “Tico” Ballagas (*1977 in Atlanta GA, USA) Ph.D candidate and Research Associate in Computer Ian Bogost (*1976 in New Mexico, USA) Assistant Professor at the School of Literature, Communication, Olivier Azémar (*1976 in Montereau-FaultYonne, France) Architect and “game city” lead designer currently working at Ubisoft and living in Annecy, France and Culture at the Georgia Institute of Technology - Affiliated Faculty, Graphics Visualization and Usability Center (GVU) Cofounder of Persuasive Games, an independent game studio based in Atlanta GA, USA Iain Borden (*1962 in Oxford, UK) Architectural Historian and Urban Commentator currently Head of the Bartlett School of Architecture at University College London and Professor of Architecture and Urban Culture Lives in London, UK Friedrich von Borries (*1974) Architect, co-founder of the architectural firm raumtaktik – specializing in spatial reconnaissance and intervention – and Research Fellow at ETH Zurich Lives in Berlin, Germany Dariusz Jacob Boron (*1980 in Krakow, Poland) Architect currently working as an Assistant Architect at Foster+Partners and living in London, UK Stephen Boyd Davis (*1953 in Boston, UK) Head of Lansdown Centre for Electronic Arts at Middlesex University Academic interests include advanced interaction, spatiality, depiction and visualization Lives in London, UK Gregor Broll (*1979 in Munich, Germany) Research Assistant at Ludwig-Maximilians-Universität (LMU) Munich working on mobile computing, mobile interaction and pervasive gaming Lives in Neubiberg, Germany Sheldon Brown (*1962 in Colorado, USA) Director of the Experimental Game Lab and of the Center for Research in Computing and the Arts at the University of California, San Diego Currently working on the project The Scalable City Lives in Encinitas CA, USA Martin Budzinski (*1979 in Tübingen, Germany) Architect and urban planner currently working at the architectural firm Kauffmann Theilig & Partner and living in Stuttgart, Germany Raoul Bunschoten (*1955 in Deventer, Netherlands) Architect and founding director of CHORA Architecture and Urbanism Gerhard M Buurman (*1961 in Hamburg, Germany) Product and Interactive Media Designer Professor of Interaction Design and head of the Interaction and Game Design program at the Zurich University for the Arts Lives in Konstanz, Germany and Zurich, Switzerland Ed Byrne (*1975 in New York, USA) Game designer and illustrator currently working as lead designer for Zipper Interactive and living near Seattle WA, USA C Diane Carr Research Fellow in Media and Education at the Institute of Education, University of London Currently working on the project “Learning from Online Worlds; Teaching in Second Life.” Edward Castronova (*1962 in Cleveland OH, USA) Director of Graduate Studies in the Department of Telecommunications at Indiana University Bloomington Academic interests include synthetic worlds and their economies Currently conducting research on the MMORPG Arden: The World of William Shakespeare Dean Chan (*1969 in Malaysia) Lecturer at the School of Communications and Contemporary Arts at Edith Cowan University in Perth, Australia Currently researching Asian digital game cultures and Asian-Australian cultural production Kees Christiaanse (*1953 in Amsterdam, Netherlands) Architect and urban designer currently professor at the ETH Zurich and partner at the firm KCAP Architects & Planners in Rotterdam Lives in Zurich, Switzerland 489 Author biographies Cu – He James J Cummings (* in Syracuse NY, USA) Graduate student at Indiana University’s Department of Telecommunications and Lead Writer for the MMORPG Arden: The World of William Shakespeare Patrick Curry Game designer and writer currently working on John Woo Presents Stranglehold, developed and published by Midway Games Lives in Chicago IL, USA D Eyal Danon (*1972 in Tel Aviv, Israel) Curator currently working at The Israeli Center for Digital Art Lives in Tel Aviv, Israel Andreas Dieckmann (*1974 in Lüneburg, Germany) Architect Currently Assistant Teacher and Researcher at the Chair for CAAD at RWTH Aachen University and co-founder of the architectural firm IP arch Lives in Düsseldorf, Germany Lukas Feireiss (*1977 in Berlin, Germany) Teacher, writer and curator for various international projects Deeply involved in the discussion and mediation of architecture, art and media beyond its disciplinary boundaries Lives in Berlin, Germany Zhao Chen Ding (*1967 in Taipei, Taiwan) Architect and game theorist currently teaching Game Design at the Academy of Arts and Design at Tsinghua University Beijing Associate Professor and head of the Game Program at Beijing Institute of Clothing Technology Lives in Beijing, China Clara Fernández-Vara (*1977 in Barcelona, Spain) Ph.D candidate in Digital Media at Georgia Institute of Technology Currently a researcher for the Singapore-MIT GAMBIT Game Lab at the Massachusetts Institute of Technology Lives near Boston MA, USA E Drew Davidson (*1970 in Chapel Hill NC, USA) Professor, producer and player of interactive media Director of the Entertainment Technology Center at Carnegie Mellon University Pittsburgh and editor of the ETC Press, living in Pittsburgh PA, USA Frank Degler Research Assistant at the Chair for German Language and Literature Studies, Department of German Philology, University of Mannheim Thomas Fabian Delman (*1973 in Denmark) Architect and urban planner currently working at Aarhus School of Architecture, University of Aarhus and at the architectural firm Kollision Lives in Aarhus, Denmark Christy Dena Cross-Media Entertainment Researcher, Consultant and Designer Ph.D candidate at the School of Letters, Art and Media, University of Sydney and business owner of Universe Creation 101 Lives in Sydney, Australia James Der Derian Research Professor of International Relations at the Watson Institute for International Studies at Brown University, Providence RI, USA Director of the Global Security Program and the Information Technology, War, and Peace Project 490 Galit Eilat (*1965 in Haifa, Israel) Writer and curator Currently Director of The Israeli Center for Digital Art Lives in Tel Aviv, Israel Will Emigh Student in the Masters in Immersive Mediated Environments program at Indiana University Bloomington in the USA and co-founder of Studio Cypher, a company that creates games in real spaces James Everett (*1982 in Comox BC, Canada) Game designer currently working at Artificial Mind and Movement on an unannounced PS2/ GameCube action title and living in Montreal QC, Canada F Noah Falstein (*1957 in Chicago IL, USA) Game designer, producer and writer currently heading The Inspiracy, working on an adventure game and on a serious game title Lives in Greenbrae CA, USA Michael Fatten (*1976 in Bloomington IL, USA) Computer programmer and systems analyst Currently the Lead Designer for Arden: The World of William Shakespeare and a graduate student at Indiana University’s Department of Telecommunications Wolfgang Fiel (*1973 in Alberschwende, Austria) Architect, artist and Ph.D candidate currently doing research on “Dissipative Urbanism.” Member of the group “tat ort.” Lives in Vienna, Austria Phil Fish (*1984 in Montreal QC, Canada) Game designer and co-founder of Kokoromi, an experimental video game design collective Currently working for a large Montreal Studio Lives in Montreal QC, Canada Mary Flanagan (*1973 in Milwaukee WI, USA) Computational media artist, book editor and activist game designer at the TiltFactor lab Teaches in the Integrated Media Arts program at Hunter College Lives in New York NY, USA Winnie Forster (*1969 in Starnberg, Germany) Journalist, media and game analyst Editor of the “Encyclopedia of Game.Machines” published by his company Gameplan, currently working on an “Encyclopedia of Game.Makers.” Lives in Utting/Ammersee, Germany Mathias Fuchs (*1956 in Erlangen, Germany) Game artist and musician Currently Program Leader of MSc Creative Games at the School of Art & Design, Salford University, UK Lives in Manchester, UK G Christian Gaca (*1975 in Dortmund, Germany) Video game journalist and ingame advertising consultant Currently studying Business Communication Management at FHTW Berlin and living in Berlin, Germany Chaim Gingold (*1980 in Haifa, Israel) Game designer currently working at Maxis/Electronic Arts on Will Wright’s latest project Spore and living in Berkeley CA, USA Fabien Girardin (*1974 in Switzerland) Research Scientist focusing on humancomputer interaction Currently working at Barcelona’s Pompeu Fabra University in the Department of Technologies and living in Barcelona, Spain Ulrich Götz (*1971 in Erlangen, Germany) Architect and game designer Currently Head of the Game Design Program and Head of the Game Research Lab at the University of Applied Sciences and Arts Zurich Lives in Zurich, Switzerland and Berlin, Germany Stephen Graham (*1965 in Tynemouth, UK) Professor of Human Geography and Deputy Director of the Center for the Study of Cities and Regions (CSCR) at Durham University, UK Stephan Günzel (*1971 in Coburg, Germany) Research Associate in Media Theory at Friedrich-Schiller-University Jena Currently researching the role and use of space in video games Lives in Berlin, Germany H Jochen Hamma (*1966 in Spaichingen, Germany) Producer, game and interface designer for over 30 PC and mobile games Teacher of Game and Interface Design at various universities Lives in Böttingen, Germany Stephan Henrich (*1978) Architecture student SPACE TIME PLAY Author biographies He – Kü at University of Stuttgart’s IGMA Worked with Schneider+Schuhmacher in Frankfurt and with R&Sie in Paris as an expert in robotics Sabine Himmelsbach (*1966) Art historian Currently Director of the EdithRuß-Haus for media art in Oldenburg, Germany for the webzine www.architettura.it Henrik Isermann (*1977 in Saarbrücken, Germany) Architect, urban planner and audio engineer currently working as a freelancer for several architectural and design agencies Lives in Berlin, Germany J Jussi Holopainen Head of the Game Design Group at Nokia Research Center, Finland Founding member and current member of the executive board of the Digital Games Research Association (DiGRA) Jochen Hoog (*1973 in Heidelberg, Germany) Architect Currently a Lecturer at the Vienna University of Technology’s Institute of Architecture and Design and member of the firm Prozess.architektur Lives in Vienna, Austria Wilfried Hou Je Bek (*1975) Left school at 16 to become an artist, writer and squatter Under the moniker of socialfiction.org, he as organized countless psychogeographic walks around the world Ludger Hovestadt (*1960 in Gelsenkirchen, Germany) Professor for Computer Aided Architectural Design at the ETH Zurich, conducting an interdisciplinary research group looking for new forms, structures and processes applicable for current architectural practice Founder of several companies, living in Zurich, Switzerland Marie Huber (*1982 near Munich, Germany) Student of New and Medieval History and Sociology at the Technical University Berlin Academic interests include issues of spatially- and economically-driven urban processes Lives in Berlin, Germany I Alberto Iacovoni (*1966 in Rome, Italy) Architect, co-founder of the architectural firm ma0/emmeazero in Rome, curator of a “playgrounds” section on interactive architecture Rachel Jacobs (*1972 in London, UK) Artist and project manager Co-founder and partner of Active Ingredient, working on ’Ere be Dragons Lives in Nottingham, UK Stephen Jacobs (*1961 in Washington, D.C., USA) Technology writer and Associate Professor of Game Design and Development at B Thomas Golisano College of Information and Computer Sciences, Rochester Institute of Technology Lives in Rochester NY, USA Aki Järvinen (*1971 in Tampere, Finland) Ph.D candidate in Game Studies at the University of Tampere, Finland Currently developing electronic games for the Finnish National Lottery Lives in Helsinki, Finland Margarete Jahrmann (*1968 in Vienna, Austria) Artist, performer and neo-patphysist writer Currently Professor of Ludology at the Game Design Department of The School of Arts and Design Zurich and co-founder of the Ludic Society Lives in Zurich, Switzerland Mikael Jakobsson (*1969 in Boden, Sweden) Associate Professor of Interaction Design at the School of Arts & Communication at Malmö University Lives in Malmö, Sweden Tomasz Jaskiewicz (*1980 in Gdynia, Poland) Architectural Ph.D student conducting research on a complex systems-based approach to the creation of interactive architecture at the Knowledge Centre Hyperbody TU Delft Lives in Rotterdam, Netherlands Henry Jenkins (*1958 in Atlanta GA, USA) Professor of Literature; currently the Peter de Florez Professor of Humanities and Co-Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology in Cambridge MA, USA Ge Jin (*1976 in Shanghai, China) Ph.D candidate working on communication research and new media in China at the Department of Communication, University of California, San Diego Lives in San Diego CA, USA Benjamin Joffe (*1977 in Paris, France) Mobile technologies and Internet business consultant Currently the CEO of +8* | Plus Eight Star Ltd and co-founder and organizer of the “Mobile Monday Beijing.” Lives in Beijing, China Troels Degn Johansson (*1967 on Zealand, Denmark) Associate Professor at the Centre for Design Research at the Danish Design School in Copenhagen Lives in Copenhagen, Denmark Copenhagen Lives in Copenhagen, Denmark K Heather Kelley (*1969 in Connecticut, USA) Game designer and researcher, currently working at Artificial Mind & Movement Co-founder of Kokoromi, an experimental video game design collective Advisor of the “Women in Game Development” group of the International Game Developers Association (IGDA) Peter Kiefer (*1980 in Nuremberg, Germany) Research Assistant and Ph.D candidate in Applied Computer Sciences at the University of Bamberg Currently working on the Geogames project Lives in Bamberg, Germany Sungah Kim (*1965 in Busan, South Korea) Architect, designer and Associate Professor of Architecture at Sunkyunkwan University South Korea, teaching digital media and design Lives in Seoul, South Korea KP Ludwig John Professor of Design of Interactive Media at the University of Applied Sciences Augsburg and co-founder of XINOBER, a firm that works on mobile experience projects Lives in Augsburg, Germany Eric Klopfer (*1970 in New York, USA) Associate Professor at the MIT Teacher Education Program, focusing on Games and Simulations in Education Currently working on location-based and mobile simulations for learning Lives in Winchester MA, USA Alex de Jong Architect and urban planner currently working for the Office for Metropolitan Architecture (OMA) and running Studio Popcorn together with Marc Schuilenburg Ragna Körby (*1982 in Hamburg, Germany) Studies Urban Planning at the Technical University of Berlin and works for Berlin-based firm raumtaktik Lives in Berlin, Germany Staffan Jonsson (*1982 in Stockholm, Sweden) Game researcher currently working at The Interactive Institute and on IPerG (Integrated Project on Pervasive Gaming) Lives in Stockholm, Sweden James H Korris (*1950 in New York, USA) President and founder of Creative Technologies Inc., a firm that works on creative Visualization and Immersive Simulation for the defense industry, e.g Future Combat Systems Mobile Demonstrator Lives in Los Angeles CA, USA Jesper Juul (*1970 in Århus, Denmark) Game theorist, designer and developer, and book author Founder of Soup Games Currently Assistant Professor at IT University of Julian Kücklich (*1974 in Munich, Germany) Ph.D candidate at the Centre 491 Author biographies Kü – Mü for Media Research, University of Ulster, Coleraine, currently working on the politics of play in digital games production Lives in Berlin, Germany Dörte Küttler (*1974 in Elmshorn, Germany) Architect and media manager currently running the consulting agency “enter the metaverse” and teaching Architecture in Computer Games at University of Technology, Business and Design Wismar Lives in Rendsburg, Germany Tobias Kurtz (*1982 in Neuhaus/Rwg., Germany) Studies Urban Planning at the Technical University Berlin and lives in Berlin, Germany L Andreas Lange (*1967 in West Germany) Curator, author and consultant for interactive digital entertainment culture Currently Director of the Computer Game Museum in Berlin and CEO of DiGA e.V - The Digital Game Archive Lives in Berlin, Germany Frank Lantz (*1963 in Kansas City MO, USA) Game designer Cofounder and Creative Director of area/code in New York, which creates large-scale, real-world games using mobile and location-aware technology Lives in Hoboken NJ, USA Neil Leach (*1963 in the UK) Architect and theorist Research Professor at the University of Brighton and author of 15 books Has taught in several of the world’s leading schools of architecture Alexander Lehnerer (*1974 in Erlangen, Germany) Architect and urban designer Currently Lecturer and Researcher at the Institute of Urban Design, ETH Zurich and Partner of ALSO-Architects Lives in Zurich, Switzerland Tor Lindstrand (*1968 in Helsingborg, Sweden) Architect and artist currently working for the International Festival, an ongoing project 492 encompassing both architecture and performance at The Theatre for Steirischer Herbst in Graz Lives in Stockholm, Sweden Irma Lindt (*1977 in Limbazi, Latvia) Computer scientist Currently working as Research Associate in the Department of Collaborative Virtual and Augmented Environments at Fraunhofer FIT and managing the IPerG project (Integrated Project on Pervasive Gaming) Lives in Bonn, Germany Peter Ljungstrand Lecturer, researcher and Ph.D candidate in Computing Science at Chalmers and Göteborg University and PLAY research studio at the Interactive Institute in Sweden Daniel G Lobo (*1974 in Madrid, Spain) Urbanist, researcher and artist currently working for The American Institute of Architects’ Center for Communities by Design Lives in Washington, D.C., USA Bart Lootsma (*1957 in Amsterdam, Netherlands) Historian, critic and curator of architecture, design and the visual arts Currently Professor for Architectural Theory at the Leopold-Franzens University in Innsbruck Lives in Innsbruck, Austria Tobias Løssing (*1972 in Denmark) Architect and urban planner currently working at Aarhus School of Architecture, University of Aarhus and at the architectural firm Kollision Lives in Aarhus, Denmark Peter Ludlow (*1957) Professor of Philosophy and Linguistics at the University of Michigan, Ann Arbor Research interests include the emergence of laws and governance structures in and for virtual communities Lives in Ann Arbor MI, USA Andreas Lykke-Olesen (*1975 in Denmark) Architect and urban planner currently working at Aarhus School of Architecture, University of Aarhus and at the architectural firm Kollision Lives in Aarhus, Denmark M Winy Maas (*1959 in Schijndel, Netherlands) Architect, urban planner and partner of the Rotterdam-based architectural firm MVRDV Lives in Rotterdam, Netherlands Carsten Magerkurth Psychologist and computer scientist, formerly head of the “AMBIENTE - Smart Environments of the Future” division of the Fraunhofer Institute IPSI and now senior researcher at SAP Research CEC St Gallen, Switzerland Founder of the annual PerGames symposia on pervasive gaming Lev Manovich (* in Moscow, Russia) Artist, architect and computer scientist Currently professor of Visual Arts at the University of California, San Diego in the USA, where he teaches New Media Art and Theory Director of The Lab for Cultural Analysis, part of the California Institute for Information and Telecommunication Iassen Markov (*1980) Studied Ecology, Art and Architecture Currently teaches at the University of Stuttgart’s IGMA and a member of Igmade Sebastian Matyas (*1979 in Backnang, Germany) Research Assistant and Ph.D candidate in Applied Computer Sciences at the University of Bamberg Currently working on the Geogames project and living in Bamberg, Germany Marc Maurer (*1969 in Eindhoven, Netherlands) Architect, designer, artist and co-founder of the Maastricht-based architectural practice Maurer United Architects [MUA] Nicole Maurer-Lemmens (*1969 in Slenaken, Netherlands) Architect, designer, artist and co-founder of the Maastricht-based architectural practice Maurer United Architects [MUA] Jane McGonigal Game designer and researcher Founder of the experimental design project Avant Game and currently resident game designer at the Institute for the Future, working on massively collaborative play Nathan Mishler Student at the Masters in Immersive Mediated Environments program at Indiana University Bloomington in the USA and co-founder of Studio Cypher, a company that creates games in real spaces William J Mitchell (*1944 in Australia) Architect and urban designer Currently Professor of Architecture and Media Arts and Sciences and Director of the Design Laboratory at the Massachusetts Institute of Technology Lives in Cambridge MA, USA Magnus Moar (*1959 in the UK) University Lecturer in Digital Design currently teaching Design for Interactive Media, Electronic Arts, Game Design and Interactive Arts at Middlesex University Lives in London, UK Nick Montfort (*1972 in the USA) Author and theorist of interactive fiction Currently Assistant Professor of Digital Media at the Massachusetts Institute of Technology (MIT) in Cambridge MA, USA Markus Montola (*1978 in Helsinki, Finland) Researcher in the fields of pervasive games and role-playing games at the University of Tampere Currently involved in the IPerG project Lives in Helsinki, Finland Gregory More (*1973) Architect and designer Currently a lecturer in Architecture and Design at RMIT University in Melbourne Research Fellow of SIAL (Spatial Information Architecture Laboratory) and Director of The Agency of Architecture Lives in Melbourne, Australia Florian “Floyd” Müller (*1973 in Freiburg, Germany) Interface Inventor and Interaction Researcher Worked at the Xerox Palo Alto Research Center in the USA and at the Media Lab Europe in Dublin, Ireland SPACE TIME PLAY Author biographies N – Sc N Achim Nelke (*1979 in Frankfurt/Main, Germany) Studies Urban Planning at the Technical University Berlin, focusing on the design of urban space and its sociocultural framework Lives in Berlin, Germany Martin Nerurkar (*1981 in Nürtingen, Germany) Architect working on game and graphic design as well as on digital and analog architecture Lives in Stuttgart, Germany Thé Chinh Ngo (*1971 in Saigon, Vietnam) Architect currently working as Art Director at Ubisoft’s Montreal studio on the development of Conviction, the fifth installment of the Splinter Cell series Rune Nielsen (*1972 in Denmark) Architect and urban planner currently working at Aarhus School of Architecture, University of Aarhus and at the architectural firm Kollision Lives in Aarhus, Denmark Michael Nitsche (*1968 in Braunschweig, Germany) Assistant Professor of Digital Media at the Georgia Institute of Technology’s School of Literature, Communication, and Culture Lives in Atlanta GA, USA Rolf F Nohr (*1968 in Stuttgart, Germany) Junior Professor of Media Culture at the HBK Braunschweig in Germany and Director of the AG Games at the Society for Media Sciences Lives in Bochum, Germany Nicolas Nova (*1977 in France) Research scientist currently working on human-computer interaction in the Media and Design Lab at the EPF Lausanne, Switzerland Lives in Geneva, Switzerland O Kas Oosterhuis (*1951) Architect currently working at the Knowledge Centre Hyperbody TU Delft, iWEB Protospace Laboratory TU Delft and running the architectural firm ONL in Rotterdam Lives in Hoek van Holland, Netherlands P Celia Pearce (*1961 in Burbank CA, USA) Designer, writer and creative director Currently Assistant Professor at the Georgia Institute of Technology and Director of the Experimental Game Lab in the School of Literature, Communication and Culture Lives in Atlanta GA, USA Johan Peitz (*1977 in Växjö, Sweden) Runs Free Lunch Design, an independent game developer whose Icy Tower is one of the world’s most downloaded and played games Lives in Göteborg, Sweden Jack W Peters (*1965 in Portland OR, USA) Outdoor author adventurer and shipwreck archeologist working as a facilitator for corporate team-building programs inspired by Geocaching, which are commonly referred to as Geoteaming Steve Peters (*1961 in Van Nuys CA, USA) Game designer, producer, writer and composer Currently lead designer for 42 Entertainment and founder of the Alternate Reality Gaming Network (argn.com) Lives in Granada Hills CA, USA Claus Pias (*1967 in Cologne, Germany) Professor of Epistemology and Philosophy of Digital Media at the Institute for Philosophy at the University of Vienna Currently researching the History and Philosophy of Computer Simulation and the Archaeology of Media Theory Lives in Vienna, Austria Wayne Piekarski (*1978 in Adelaide, Australia) Senior Lecturer and Researcher currently working on Augmented Reality and 3D computer graphics at the Wearable Computer Lab at the University of South Australia Lives in Adelaide, Australia Cindy Poremba (*1975 in Toronto ON, Canada) Digital media theorist, producer and curator currently researching documentary and video games through Concordia University’s Humanities Doctoral program in Montreal, Canada R Howard Rheingold (*1947 in Tucson AZ, USA) Critic and writer Non-Resident Fellow at the Annenberg Center for Communication, Visiting Professor at De Montfort University and founding editor of HotWired, the first commercial web magazine Lives in Mill Valley CA, USA Travis Ross (*1980 in Columbus OH, USA) Information scientist currently working as community manager for Arden: The World of William Shakespeare and living in Bloomington IN, USA Paolo Ruffino (*1984 in Rome, Italy) Studies Semiotics and Game Design Theory at the University of Bologna Currently working in Second Life and on subvertising campaigns Lives in Bologna, Italy Peter Russell (*1963 in Ottawa, Canada) Architect Currently Professor of Computer Aided Architectural Design at RWTH Aachen University and co-founder of the architectural firm IP arch Lives in Plombières, Belgium Will Ryan Doctoral student in the field of Human-Computer Interaction at Indiana University’s School of Informatics Lives in Bloomington IN, USA S Antonino Saggio (*1955 in Rome, Italy) Author of architecture, founder of the research group Nitrosaggio and currently Associate Professor in the Department of Architecture at La Sapienza University Rome Lives in Rome, Italy Katie Salen (*1969 in Denver CO, US) Associate Professor of Game Design at the Gamelab Institute of Play and Director at Parsons New School for Design Currently working as lead designer for Gamestar Mechanic Lives in Brooklyn NY, USA Jürgen Scheible (*1970 in Karlsruhe, Germany) Media artist and researcher Ph.D candidate at the University of Art and Design, Helsinki, doing research on designing interactive systems – mobile phones and urban screens Jesse Schell Game designer, programmer and manager CEO of Schell Games Currently and on the faculty of the Entertainment Technology Center at Carnegy Mellon University Andreas Schiffler (*1968 in Saarbrücken, Germany) Expert in computing and software programming currently working as senior software architect at IC-Agency in Bathurst, Canada and doing research for his Ph.D on the “Possibilities of Physics in Computer games.” Christoph Schlieder (*1960 in Brussels, Belgium) Professor of Computer Science at the University of Bamberg, where he is also head of the research group on Computing in the Cultural Sciences Lives in Bamberg, Germany Florian Schmidt (*1979 in Berlin, Germany) Graphic designer and author currently studying and working as a freelancer Lives in Berlin, Germany Karen Schrier (*1977 in New York, USA) Media producer, writer, designer and educator Currently a doctoral student at Columbia University researching Games and Learning and working as a producer at Nickelodeon Lives in New York, USA Hans-Peter Schwarz (*1945 in Bielefeld, Germany) Designer and art historian Currently president of the Zurich University for the Arts Lives in Zurich, Switzerland 493 Author biographies Si – Wi Elizabeth Sikiaridi (* in London, UK) Architect and urban designer currently working as a professor at the University of Duisburg-Essen in Germany and on an ARG-based training program for the US military Lives in Macungie PA, USA T Adriana de Souza e Silva (*1975 in Rio de Janeiro, Brazil) Director of the Mobile Gaming Research Lab and Assistant Professor of Communication, Technology and Gaming at the Department of Communication at North Carolina State University Lives in Raleigh NC, USA Kurt Squire (*1972 in Valparaiso IN, USA) Game designer and developer currently working as Assistant Professor at the Academic ADL Co-Lab, University of Wisconsin-Madison Lives in Madison WI, USA Sean Stewart (*1965 in Lubbock TX, USA) Novelist and pioneer in interactive and multimedia fiction Currently working as lead writer for 42 Entertainment and living in Davis CA, USA Axel Stockburger (*1974 in Munich, Germany) Artist and theorist Research Assistant in the Department for Visual Arts and Digital Media at the Academy of Fine Arts Vienna Lives in Vienna, Austria Mirjam Struppek (*1973 in Gelsenkirchen, Germany) Urbanist, researcher and consultant Founded Urban Screens Conferences and is currently working on implementing outdoor screens for a sustainable urban society Lives in Berlin, Germany Beat Suter (*1962 in Baden, Switzerland) Artist, writer and publisher Currently Lecturer for Game Design and Interaction Design at the Zurich University for the Arts and member of the art group ANDOR Lives in Zurich, Switzerland Dave Szulborski (*1957 in McAllen TX, USA) Alternate Reality Game designer, immersive marketing consultant and author Currently working on projects for various companies 494 Bruce H Thomas (*1957 in Washington DC, USA) Professor of Computer Science at the School of Computer and Information Science at the University of South Australia Currently focusing on wearable computers, Augmented Reality and graphical user interfaces Lives in Adelaide, Australia David Thomas (*1965) Game journalist, Ph.D candidate and planning and design instructor at the University of Colorado’s College of Architecture and Planning Lives in Denver CO, USA Stephan Trüby (*1970) Architect Currently Assistant Professor of Architectural Theory and Design at Stuttgart University’s Institut Grundlagen moderner Architektur und Entwerfen (IGMA) Member of Igmade and founder of the architecture, design and consultancy firm Exit Ltd Marc Tuters (*1975 in London, UK) Artist and interactive media researcher Currently working at the Interactive Media Division of the University of Southern California on direct manipulation of 3D avatars Lives in Los Angeles CA, USA Ville Tuulos (*1981 in Oulu, Finland) Researcher in the Department of Computer Science at the University of Helsinki, where he focuses on statistical information retrieval and extends it into new dimensions V Frans Vogelaar (* in the Netherlands) Industrial designer, architect and urban designer Professor at the Academy of Media Arts in Cologne, Germany, where he heads the Department of Hybrid Space (i.e combined analog-digital space) Georg Vrachliotis Architect, philosopher and science historian Currently Teacher and Research Associate at the Chair of CAAD of the Federal Institute of Technology Zurich and Guest Teacher at the Department of Architectural Theory at the Technical University Vienna Lives in Zurich, Switzerland Ronald Vuillemin (*1970 in Friedrichshafen, Germany) Co-founder and president of Toradex AG, Luzern Past president at Ageia-NovodeX AG, Switzerland Lives in Zofingen, Switzerland W Michael Wagner (*1967 in St Pölten, Austria) Professor of Technology, Enhanced Learning and Multimedia at the Department for Interactive Media and Educational Technology at the Danube University Krems Lives in St Pölten, Austria Bo Kampmann Walther (*1967 in Odense, Denmark) Associate Professor at the Center for Media Studies, University of Southern Denmark Current areas of research and academic interest include modern soccer, computer games and new media Lives in Odense, Denmark Steffen P Walz (*1973 in Böblingen, Germany) Game designer and research associate at the ETH Zurich‘s Chair for CAAD Founder of the entertainment consultancy playbe and the music label playbe records Lectures and workshops at universities in Europe, the USA and Asia Lives in Zurich, Switzerland and Stuttgart, Germany played between three cities Lives in Nottingham, UK Stefan Werning (*1978 in Münster/Westf., Germany) Ph.D candidate at the University of Bonn conducting research on the technological convergences of programmable media in civilian and military contexts Also a product analyst at Nintendo and an affiliate scholar of the Convergence Culture Consortium Lives in Aschaffenburg, Germany Troy Whitlock (*1970 in the USA) Game designer and lecturer Creative director at EA‘s casual games division, Pogo.com Lives in San Mateo CA, USA Mark Wigley (*1956 in New Zealand) Architect and author Currently Professor at and Dean of the Columbia University Graduate School of Architecture, Planning and Preservation in New York Lives in New York NY, USA Rahel Willhardt (*1967 in Kassel, Germany) Journalist writing on the interfaces between real estate, architecture, marketing and design for various professional magazines and newspapers Lives in Aachen, Germany Katharine S Willis (*1972 in London, UK) Researcher, architect and artist currently working on the MEDIACITY Project at the Bauhaus University Weimar Lives in Weimar, Germany McKenzie Wark (*1961 in Newcastle, Australia) Associate Professor of Media and Cultural Studies at The New School for Social Research in New York Lives in New York, USA Matt Wattkins (*1971 in Billericay, Essex, UK) Artist and designer Co-founder and partner of Active Ingredient Currently working on Love City, a pervasive game SPACE TIME PLAY Image copyrights Images not indicated in the following list are the property of the named project authors, text authors and game developers All reasonable efforts have been made to trace the copyright holders of images We apologize to anyone that we have been unable to contact p 20 Dance Dance Revolution © Konami Digital Entertainment, p 24 Wii Sports © NINTENDO, p 32 PONG © Atari Corporation, p 34 Asteroids © Atari Corporation, p 36 Battlezone © Atari Corporation, p 38 Defender © Williams Electronics Games Inc., p 40 Wolfenstein 3D © ID Software, p 42 Counter-Strike © Valve Corporation, p 48 Myst © Cyan Worlds Inc./Ubisoft Entertainment, p 50 Super Mario Bros © NINTENDO, p 52 Tetris © The Tetris Company LLC., p 54 Ico © Sony Computer Entertainment Europe, p 64 Zork © Activision, p 66 Lemmings © Sony Computer Entertainment Europe, p 68 Worms © Team17 Software Limited, p 70 Max Payne â Rockstar Games Inc., p 78 Pac-Man đ&â NAMCO BANDAI Games Inc., p 80 Diablo © Blizzard Entertainment, p 82 Silent Hill © Konami Digital Entertainment, p 84 Splinter Cell © Ubisoft Entertainment, p 86 Sam & Max hit the Road © Lucasfilm Entertainment Company Ltd., p 94 Kirby: Canvas Curse © HAL LABORATORY INC./NINTENDO, p 96 Katamari Damacy, ™ & © NAMCO BANDAI Games Inc., p 98 EyeToy Play © Sony Computer Entertainment Europe, p 101 Space Invaders © Taito Corporation, p 102 Ms Pac-Man © Bally Midway Games/Atari/NAMCO, Pengo © SEGA Corporation, p 103 Super Bomberman © Hudson Soft, p 104 Elite © Acornsoft/Firebird, p 106 Prince of Persia © Ubisoft, p 108 Super Mario 64 © NINTENDO, p 114 Rez © SEGA Corporation/United Game Artists, p 116 Descent © Parallax Software/Interplay Productions, p 121 Call of Duty © Activision, CounterStrike © Valve Corporation, Deus Ex © Eidos Interactive Ltd., p 122 Super Monkey Ball © SEGA Corporation, p 124 Tony Hawk’s American Wasteland © Activision, p 126 Legacy of Kain: Soul Reaver © Crystal Dynamics Inc./Eidos Interactive Ltd., p 128 Rescue on Fractalus © Lucasfilm Games/Atari Corporation, p 130 Quake © ID Software, p 140 Tron © Walt Disney Pictures, p 142 Neuromancer © James Warhola, p 144 Snow Crash © Bruce Jensen, p 150 The Sims © Electronic Arts Inc., p 152 There © Makena Technologies Inc., p 154 Entropia Universe © MindArk PE AB, p 156 Second Life © Linden Research Inc., p 165 Alphaworld © Activeworlds Inc., p 168 Lineage © Ncsoft Corporation, p 170 Kingdom Hearts © Disney Interactive, p 172 World of Warcraft © Blizzard Entertainment, p 178 Sid Meier’s Civilization © Firaxis Games Inc./MicroProse, p 180 Animal Crossing © NINTENDO, p 183 Competing in Metagame Gamespace © Deutscher eSport Verband/Frank Sliwka, p 190 Dark Chronicle © Sony Computer Entertainment Europe, p 192 The Getaway © Sony Computer Entertainment Europe, p 194 Grand Theft Auto: San Andreas © Rockstar Games Inc., p 196 Grim Fandango © Lucasfilm Entertainment Company Ltd., p 198 Psychonauts © Double Fine Productions/Majestico, pp 206-210 SimCity © Electronic Arts Inc./Maxis Software, p 212 Majestic © Electronic Arts Inc., p 229 The Beast © 42 Entertainment LLC., pp 230-231 Barcode Battler © Epoch Co Ltd., pp 234-237 Tombstone Hold ’Em © 42 Entertainment LLC., p 239 Perplex City © Mind Candy, p 242 I love bees © 42 Entertainment LLC., p 244 Perplex City © Mind Candy, p 247 The Art of the Heist © Campfire Media/Audiworld, p 281 Urban Free Flow © Karsten Uhlmann, p 289 Demor © Rob Voss, p 314 eXistenZ © Alliance Atlantis Communications Inc., p 397 Blinkenlights © Harald & Erhard Fotografie, pp 412-413 OPS Room © Felix Stephan Huber, p 414 Wargames © Metro-Goldwyn-Mayer Studios Inc., p 434 Kuma\War © Kuma LLC., p 436 America’s Army © America’s Army, p 463 Tom Clancy’s Ghost Recon: Advanced Warfighter © Ubisoft Entertainment, Burnout Revenge © Electronic Arts Inc., p 458 S.t.a.l.k.e.r.: Shadow of Chernobyl © THQ, p 460 Shadow of the Colossus © Sony Computer Entertainment Europe, p 470 The Truman Show © Paramount Pictures, p 472 Monopoly © Hasbro 495 ... future of ludic space- time as a new form of interactive space, and they can so in both virtual gamespaces and physical, architectural spaces; this is the “next level” of Space Time Play 13 THE ARCHITECTURE.. .SPACE TIME PLAY SPACE TIME PLAY COMPUTER GAMES, ARCHITECTURE AND URBANISM: THE NEXT LEVEL Edited by Friedrich... reinforcement 18 SPACE TIME PLAY via the strategies of the at-the -time market leader Nintendo, which marketed its NES console primarily as a game For our final real space of play, we now enter

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